Hello people.
I thought I would put the
proverbial pen to paper and spend a bit of time thinking about Space Marine
Captains in the new Codex. I’ll go over the role they play in the Codex, the loadouts,
potential combos and how they fit with an army. This is pretty much a preamble
to a painting guide I’ll be putting up in the next week that features a Captain
from a lesser known Chapter.
ROLE
Captains are in a busy section of
the codex, there’s no denying that. In order to assess their role we must first
look at what they’re competing with:
Chapter Master – a more badass
version of the Captain, hampered only by a +40 point price tag and no access to
command squads. They now however have mounted assault also and options for terminator
armour unlike captains (see below). Access to the same wargear and relics as
Captains makes them a somewhat better choice as for the same points you get
more survivability (+1W) and more offensive ability (+1A).
Librarian – no longer a
front-line combat monster for the past few editions, these chaps are best if
you want cheap psychic defense or just a cheap HQ. The lack of an invulnerable
save hampers them (so terminator armour +/- storm shield is always an option)
in challenges but they, like Captains, have access to special issue wargear and
chapter relics for beefing them somewhat. Whether you want to sink the relic
points into a 2W character with a mediocre statline is another matter.
Chaplain – same as with the
librarian, this chap is more of a second line HQ or a force multiplier in close
combat. He’s OK in combat and packs an invulnerable save to boot. He is a good
one to compare to the Captain as he’s the same points, same saves, just weaker
stats. He does pack a special ability and power weapon though.
Master of the Forge – same as the
Chaplain, he’s the same points as the Captain and packs a slightly different
statline to the Librarian and Chaplain, swapping WS/BS and coming equipped with
several weapons in the form of a servo harness and artificer armour as
standard. This guy is a bit of a wildcard and can fulfil a number of different roles,
be they shooty or CC orientated. He’s quite nice as a loner or as part of a squad
and TBH requires an article all on his own. His FOC ability is a bit mediocre,
but his ability to repair vehicles (especially in an IH army) and bolster
defences are a nice little trick too, though beware underutilising any
equipment you give him by putting him on repair duties.
Terminator Captain – an odd
little entry this one that I still haven’t got my head around. The Chapter Master
entry has options for terminator armour yet the Captain doesn’t, and has this separate
entry instead. The only reason I’ve found so far is that the Terminator Captain
isn’t specifically mentioned under the Command squads entry, though Lysander
can take them so it’s a bit ambiguous on the reasoning. For the purpose of this
article I will assume they are one and the same and consider the wargear later.
Special characters – 5 of the 12
special HQ characters are Captains and each fills a different niche – a terminator
Captain (Lysander), a JP captain (Shrike), a bike Captain (Khan) and a couple
of artificer armed footslogging Captains. For the most part, these chaps are
about 25-40 points more than building a Captain with similar equipment (Shrike
is more than that and arguably overpriced this edition). However, for this you
get a guaranteed Warlord trait and a benefit in the form of their special
rules. For the most part these chaps will see more action on the tabletop than
a generic Captain, mostly as they fit with themed armies specific to their
Chapter. They don’t, however, gain access to the Chapter relics, one of the
areas where generic Captains and Chapter masters can shine.
In conclusion, the Captain is
primarily a combat/challenge beast and should be used accordingly. If he’s not
killing things then he’s not justifying his points nor the points of any
upgrades you give him. If you skip spending many points on him then you have to
accept that his survivability and offensive potential will be limited. However,
tool him up to be expensive then be prepared for him to go to town on your
opponents army.
That’s it for now, next up
wargear. Cheers.
Hello, sorry to ask here, but I can't find any other way to PM you or anything. I really like what you have done with korvydae and the bird skull helm, can you tell me where this skull came from or how you made it? I would love to give my Raven guard chaplain one :)
ReplyDeleteHi Barry,
DeleteIt was a long time ago I made that conversion so I will try and help if I can. I based it on a MK6 helmet and added greenstuff to make the curved shape of the beak. Use a fine tip like say a needle or sculpting tool to add the suture lines to the skull, add the nostils and define the eyes. Make sure you keep the greenstuff smooth with water or vaseline when sculpting. Hope this helps
Thanks for the Assist, and just in case you in any doubt, your green stuffs - skills are ace :)
Delete